• @ksmckay In my mind, the sea zone is hostile since the defender has the ability to scramble to protect that SZ. If it were an unescorted transport, the scramble would prevent the AA. So the marine from an allied cruiser/BB should result in the same outcome.

  • '19

    @Adam514

    ok, i guess the scramble does since the rules say amphibious assault takes place after sea combat and that sea combat has to result in no enemy surface warships.

    So then what about US transport with anzac/uk inf and enemy sub.

    However, a transport
    is not allowed to offload land units for an amphibious
    assault in a sea zone containing 1 or more ignored enemy
    submarines unless at least 1 warship belonging to the
    attacking power is also present in the sea zone at the end
    of the Combat Move phase.


  • @ksmckay @freh all good questions. I believe the ‘multinational force’ issue was already addressed at an earlier point, but since its been a while, I’ll provide a comprehensive response here.

    1. The rules governing amphibious assaults from allied cruisers (i.e., friendly cruisers belonging to a different nation) are the same in all respects to the rules governing amphibious assaults from allied transports (except in the case of kamikazes, which is addressed below).

    2. As with transports, a player cannot amphibious assault from an allied cruiser in a sea zone where there are enemy warships, unless that player brings along an escort force capable of destroying the enemy warships. If the enemy ship is a submarine, the player will have the option to ignore or engage with his escort force before making the landing. If the enemy ship is a surface vessel, a battle will, of course, result.

    3. As Adam already mentioned, the possibility of scrambled air units will prevent the landing if they cannot be destroyed. Again, the player making the attack must bring along an escort force to deal with the threat before making the landing.

    4. Kamikazes have no impact on amphibious landings from allied cruisers. The defending player cannot use his kamikazes against the cruisers in this ‘multinational force’ setting.

    Hope that helps!


  • @regularkid absolutely it helps, and thanks!

    Just to clarify my understanding of the escort force in 2 correctly, when you say an escort force “capable of destroying the enemy warships”, then in the case of a defending sub, the escort force has to have at least one warship (sub, dd, cr or BB) capable of attacking and destroying the sub in order to allow it to be ignored. Thus, planes and even ACs wouldn’t count, since they have no capability to destroy the sub. Is that correct?


  • @aequitas-et-veritas renewed a discussion about tech. i am copy pasteing his post here. open for discussion.

    ˝I would implement tech in a certain way that differs from the most opinions that people have arround here.

    They are:

    All nations get three techs they can develop and are equal.
    AA Radar
    Airborne forces
    Increased Factory Production

    Plus they get 3 additional
    Nation related Techs and would be:

    GERMANY:
    Super Subs
    Jetzt Power
    Improved Mechs

    RUSSIA:
    Tank production (Tanks cost 5 instead of 6)
    Improved Arty Support 1 (pairing mechsnism)
    Improved Arty Support 2 (( purchase mechanism buy four Inf get an additional Arty) reflecting that almist every soviet Infantry men in '42 had a mortar along with them)

    JAPAN:
    Shipyards
    Improved Mech
    Heavy Bomber

    US:
    Warbonds
    Shipyards
    Longrange Aircraft

    UK:
    Shipyards
    Longrange Aircraft
    Heavy Bmbrs

    As a total of six techs you may develop dringend the whole game.
    More specified Techs would even be better for the nation only related techs.˝



  • @aequitas-et-veritas 2nd post:

    Looks like we need someone who can fix/change that for us so we can play test it, ha ha.

    The Tech mechanic would work like this:
    If you choose for the 1st bracket ( the random one), it will stay untill yiu discovered one.

    Id you choose the one wich is only related to your nation i.E. Germany is researching the Mech Tec. .
    It will research only this until it is dicovered.

    Does anybody know how we can playtest it like this?
    Or even better, program it for us like this?


  • @LennardF s post:

    I’d be interested in this kind of a game if the tech were based upon investment rather than investment and then a game-tilting roll of the dice.


  • Peter and I developed several different approaches to tech and did some playtesting as well.

    What I found to be most promising and fun was a system where a new facility is introduced that concerns research. Research would also be specific in that you choose which research-project(s) to develop. Several research-projects can be pursued simultaneously.

    We tried having the dice from facilities to be obtained for free or having to be purchased (funding) for something like 1-3 IPC. I believe the latter is to be prefered.

    This would be combined with a dice-system where a research needs to meet a certain amount of points and different research-facilities give different numbers of dice for the research.

    A research could also be developed with full or partial success. The partial success gives access to the tech, but with a nerfed effect, with the possibility of completing the tech later on.

    One delicate problem was balance. It takes a lot for research to beat units in the field, so finding the right pricing is an extensive task. If it’s too expensive it’s just bad and if it’s too cheap it’s too good.

    A system like this may most certainly include nation-specific research. I’d also prefer to see more projects available rather than fewer, giving more options for variety. There’s also the possibility of locking up certain researched based on either turn or previous completed research.

    Of course, a tech-system in A&A shouldn’t be too complicated.


  • my 1st post:

    We can simplify it, by determining the fixed cost of tech investment. And then we just edit in the game. And for the future it can be a part of the program.

    Or we can make each tech upgrade cost different ammount of money, but i think it complicates things too much.

    The only thing that would be maybe logical to make a difference in cost is the sheets.

    Naval tech upgrades could cost more or less then the land one for example, but they could cost the same too.

    I think it would be also cool to play in a way that each nation chooses 1 tech from each board. And starts the game that way.

    And every 5 rounds we give another tech bonus to choose.

    I am just brainstorming here, feel free to criticize


  • @aequitas-et-veritas

    I find ur version of half tech fixed for all + half tech specified by each nation cool.

    I would make some adjusments though.

    i ll soon write a more detailed suggestion.


  • My suggestion would be:

    fixed tech

    1st chart

    • Paratropers
    • Increased factory production
    • Rockets

    2nd chart

    • Super subs
    • Jet figs
    • Long range aircraft

  • @Amon-Sul said in G40 Balance Mod - Feedback Thread:

    Jet figs
    Long range a

    1. Jet Fighters. The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting or intercepting fighters now hit on a “1” or “2” instead of just a “1”.

    in the meantime figs already shoot at 2 for intercepting / scrambling.

    maybe we should build up fig defense more too, or the figs would be too strong then.

    also we can change jet figs in a way that they attack on 3, but defend on 5.


  • @Amon-Sul i was wondering if we can edit achieved techs in and out.
    In this case we could simply start a game, announce the tech we would shooting for and adjust properly if a different one comes out.

    Also want to mention @simon33 as he is involved in a few projects unless I am unlucky misstaken by my thoughts.


  • @aequitas-et-veritas said in G40 Balance Mod - Feedback Thread:

    @Amon-Sul i was wondering if we can edit achieved techs in and out.
    In this case we could simply start a game, announce the tech we would shooting for and adjust properly if a different one comes out.

    Also want to mention @simon33 as he is involved in a few projects unless I am unlucky misstaken by my thoughts.

    yes, before we get the technical support its very easy to just add it in edit mode at the start of the turn


  • my suggestion for additional Nation related Techs would be:

    GERMANY:

    1. Fortress Europe (Your artillery in gray territories defends on a 3)
    2. Atlantic Wall (During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.)
    3. Improved Mechs

    RUSSIA:

    1. Improved art
    2. Transsiberian railway (Your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among Russia - Samara - Novo - Timguska - Jenisey - Yakut - Buryatia - Amur)
    3. Mobile Industry (Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them. U can not deploy units in a territory with less then 2 ipc value).

    JAPAN:

    1. Dug-In Defenders (All your infantry on islands defend on a 3.)
    2. Banzai Attacks (When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry.)
    3. Lightning Assaults (Your transports may make more than one amphibious assault per turn: They may move, attack a coastal territory, then move again and attack a second coastal territory. They still must stop their movement in the
      first hostile sea zone they enter. A transport’s capacity is unchanged; it still cannot load or offload more than one land unit plus one infantry in the turn)

    USA:

    1. Warbonds
    2. Shipyards
    3. Fast Carriers (Your aircraft carriers have a move of 3 (4 with naval bases))

    UK:

    1. Radar
    2. Warbonds
    3. Mideast Oil (If an air unit you own lands in Anglo-Egypt, Trans-Jordan, Iraq, NW Persia or Persia during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.)

    i must say i like Aev s idea of russian tanks costing 5 ipc.

    also an idea about japanes BBs attacking and defending and combine bombarding on 5.


  • I think that jet figs would be too strong if attacking on 4.

    I think if we allow them that, maybe we should disallow em the tac + fig combo.

    or jet figs should defend at 5 and attack at 3.


  • @freh I never did answer this question. Yes I don’t think a carrier would do the trick, since the sub has to be destroyed before the amphibious landing can take place.


  • as for war bonds. good for UK, but too little for USA.

    instead of that maybe better for USA is Heavy bomber

    a) rolls 2 dice instead of one

    b) attacks on 5

    and the price of course 14 ipc


  • @Amon-Sul said in G40 Balance Mod - Feedback Thread:

    as for war bonds. good for UK, but too little for USA.

    instead of that maybe better for USA is Heavy bomber

    a) rolls 2 dice instead of one

    b) attacks on 5

    and the price of course 14 ipc

    Those heavy bomber solutions are just insane. Far too strong. I think a better solution is to make SBR stronger or something like that.

Suggested Topics

  • 9
  • 18
  • 443
  • 45
  • 8
  • 1
  • 1
  • 8
Axis & Allies Boardgaming Custom Painted Miniatures

52

Online

17.0k

Users

39.3k

Topics

1.7m

Posts